HomeDrillsShootingAerial Finishing — Headers in the Box
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Aerial Finishing — Headers in the Box

Heading is allowed at U12+ (FA limits per session apply).

Total18 min Age Players10 Setup3 min Run15 min Level
SAerial Finishing — Headers in the Box — full pitch view
🎯
The one cue that matters
Following the shot in for any rebound

Why this drill works

Heading is allowed at U12+ (FA limits per session apply). U14 is when the technique starts to matter — strikers who can attack a cross score 3-5 extra goals a season. But most grassroots strikers never practice aerial finishing because their coaches are uncertain about the FA guidance, or skip heading work entirely. This drill stays well within FA limits (max 8 headers per player per session in this drill, ~16 per week if run twice) while building the three angles strikers actually face: (1) back-post header from a far-post cross, (2) near-post flick from a driven cross, (3) attacking header from a lofted ball into the box. Six minutes per angle, controlled volume, technique focus.

The drill in three phases

1Setup
SA
Starting positions — players, zones and equipment in place.
2Action
SS
Movement begins — players run, dribble and create the pattern.
3Finish
S
The end action — pass, shot or outcome the drill builds toward.
Ball carrierAttackersDefendersPass / dribbleShot

How to run it

  1. Set up on a half-pitch with a goal. Server at the corner with a supply of balls (10-12 balls minimum). Striker starts at the penalty spot.
  2. Demonstrate the technique: forehead, eyes open, head meets ball (not ball meets head). Body behind the line of the ball, neck firm, follow through DOWN if attacking the goal. 60 seconds of demo, no reps yet.
  3. Round 1 (5 min, max 6 headers per player) — BACK-POST. Server delivers a high cross to the back-post. Striker arrives late (timing is the key) and heads back across goal — the OPPOSITE direction to the cross. Coach the run: starts deep, stays back, sprints in only as the cross is delivered.
  4. Round 2 (5 min, max 6 headers per player) — NEAR-POST FLICK. Server delivers a driven cross at near-post height (head height, not lofted). Striker attacks the near post, redirects with a glancing header — top of the head, ball changes direction by 30-45 degrees toward goal.
  5. Round 3 (4 min, max 4 headers per player) — ATTACKING HEADER. Lofted ball into the central area. Striker times the run from the edge of the box, jumps to the highest point, contacts forehead-down. The classic 'centre-forward header'.
  6. Round 4 (2 min) — REVIEW. Pull striker(s) in. 'Which angle felt most natural? Where do you score most goals from?' The instinct guides which to drill more next session.

Equipment checklist

    Coaching points

    Praise when you see

    • Following the shot in for any rebound
    • Quick release before the defender or keeper sets
    • Body over the ball to keep the shot down

    Correct when you see

    • Leaning back and ballooning the shot over — get the body over the ball
    • Snatching at the shot without setting the feet
    • Always going for power — placement beats power near goal

    Kit for this drill — top picks compared

    PickProductBest for
    Top pickMitre Impel Footballs (6-pack)Match-weight balls that hold shape all season.Check price →
    ValueDisc Marker Cones (50-pack)Mark zones and targets in seconds.Check price →
    UpgradePop-Up Training Goals (pair)Realistic target practice anywhere.Check price →

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    ?Frequently asked questions

    What age group is Aerial Finishing — Headers in the Box suitable for?
    This drill suits youth. Younger players can use a bigger target or closer range; older players should add a defender and a goalkeeper to increase the pressure.
    How many players do I need for Aerial Finishing — Headers in the Box?
    This drill works well with around 10 players. With fewer, reduce the groups or rotate players through; with more, set up multiple stations so everyone stays active rather than queuing.
    How long does Aerial Finishing — Headers in the Box take?
    Allow around 3 minutes to set up and 15 minutes to run it — about 18 minutes in total. It fits well as the technical or main block of a session, leaving time for a warm-up and a game.